namespace Amanotes.TripleSDK.Core.Analytics { public interface IEngagementAnalytics { EngagementContext Context { get; } /// /// "Triggered at the end/finish of a new level/song, including tutorial.(Reach to 100% / 3 stars) /// void LogEventSongEnd(); /// /// Triggered at the start of a new level/song. Including: Action phase in tutorial, tap on Play from Main Screen, Retry (Replay). Not including: Revive to continue. /// void LogEventSongStart(); /// /// Triggered when the player reaches Result Screen. /// void LogEventSongResult(); /// /// Triggered every time a player fail in a level (even if he would revive with reward video after), including failing after revival /// void LogEventSongFailed(); /// /// Triggered every time a player click revive after fail in a level (even if he would revive with reward video after), including failing after revival /// void LogEventSongRevive(); /// /// Triggered when user click at the start of a song that suggested on in result screen /// void LogEventSongSuggestClick(); /// /// Triggered when song suggested at the start of a song that suggested on in result screen /// void LogEventSongSuggestShow(); /// /// Triggered when user click play button to listen a short time /// (greater than 2 seconds) of song (try to know he like this song or not?) /// void LogEventSongPreview(); /// /// "Triggered after users click play button to listen (that is song_preview event), /// users click play song and triggerd event 'song_start' in the same 'song_id' with 'song_preview' /// Condition: when user click preview song (event:'song_preview') /// and play song (event:'song_start'), no having transfer any screen in this time" /// void LogEventSongPreviewClick(); /// /// Triggered when song show on UI screen, delay 2 seconds (In home screen, result screen) /// void LogEventSongImpression(); /// /// Trigger when user click PLAY button any song that they've unlocked in the game. (also count when user tap Replay) /// void LogEventSongClick(); /// /// Trigger when the user finish initializes gameplay then get to Action phase screen. (also count when user tap Replay) /// void LogEventSongAp(); /// /// Triggered every time a player fail in a song and screen showed 'continue' button to user choose click to continue or not /// void LogEventContinueImpression(); /// /// Trigger when user play a new unique song /// void LogEventUnlockSong(); } }